AssetBundle二

using UnityEditor;
using System.IO;

//-----------------------打包--------------------------------
public class CreateAssetBundles
{
    [MenuItem("Assets/Build AssetBuilds")]
    static void BuildAllAssetBundle()
    {
        string assetbunldes_Path = "AssetBundles";
        if (!Directory.Exists(assetbunldes_Path))
        {
            Directory.CreateDirectory(assetbunldes_Path);
        }
        BuildPipeline.BuildAssetBundles(assetbunldes_Path, BuildAssetBundleOptions.None, BuildTarget.StandaloneWindows64);
    }
}
//-----------------------------------------------------------




using UnityEngine;
using System.Collections;
using System.IO;
using UnityEngine.Experimental.Networking;

public class LoadFromFileExample : MonoBehaviour
{

    void Start()
    {

        //------------------------------一.AssetBundle同步加载----------------------------
        //AssetBundle ab = AssetBundle.LoadFromFile("AssetBundles/spherewall.unity3d");
        //AssetBundle ab2= AssetBundle.LoadFromFile("AssetBundles/share.unity3d");   //依赖关系,先加载依赖关系
        //GameObject wallPrefab = ab.LoadAsset<GameObject>("SphereWall");
        //Instantiate(wallPrefab);
        //--------------------------------------------------------------------------------


        //------------二.协程------------------------
        StartCoroutine(LoadFormMemoryAsync());
        //------------------------------------


        //---------------三.通过AssetBundleManifest获得某个包的依赖关系----------------------------
        AssetBundle manifestAB = AssetBundle.LoadFromFile("AssetBundles/AssetBundles");
        AssetBundleManifest manifest = manifestAB.LoadAsset<AssetBundleManifest>("AssetBundleManifest");
        //foreach (string name in manifest.GetAllAssetBundles())
        //{
        //    Debug.Log(name);
        //}
        string[] strs = manifest.GetAllDependencies("spherewall.unity3d");
        foreach (var name in strs)
        {
            print(name);
            //AssetBundle.LoadFromFile("AssetBundles/" + name);
            AssetBundle.LoadFromFile(Path.Combine("AssetBundles", name));
        }
        //-----------------------------------------------------------------------------------------
    }

    IEnumerator LoadFormMemoryAsync()
    {
        //1、LoadFormMemoryAsync方式
        //string path = "AssetBundles/spherewall.unity3d";
        //AssetBundleCreateRequest request = AssetBundle.LoadFromMemoryAsync(File.ReadAllBytes(path));
        //yield return request;
        //AssetBundle ab = request.assetBundle;
        //GameObject spherePrefab = ab.LoadAsset<GameObject>("SphereWall");
        //Instantiate(spherePrefab);

        //2、LoadFromFileAsync方式
        //AssetBundleCreateRequest request =AssetBundle.LoadFromFileAsync(path);
        //yield return request;
        //AssetBundle ab = request.assetBundle;
        //GameObject spherePrefab = ab.LoadAsset<GameObject>("SphereWall");
        //Instantiate(spherePrefab);

        //3、WWW
        //while (!Caching.ready)
        //{
        //    yield return null;
        //}
        //WWW www=WWW.LoadFromCacheOrDownload(@"F:\AssetBundle\AssetBundle\AssetBundles\spherewall.unity3d", 1);
        //yield return www;
        //if (www.error!=null)
        //{
        //    Debug.Log(www.error);
        //    yield break;
        //}
        //AssetBundle ab= www.assetBundle;
        //GameObject spherePrefab = ab.LoadAsset<GameObject>("SphereWall");
        //Instantiate(spherePrefab);

        //4、服务器下载
        //while (!Caching.ready)
        //{
        //    yield return null;
        //}
        //WWW www = WWW.LoadFromCacheOrDownload(@"http://localhost/AssetBundles/spherewall.unity3d", 1);
        //yield return www;
        //if (www.error != null)
        //{
        //    Debug.Log(www.error);
        //    yield break;
        //}
        //AssetBundle ab = www.assetBundle;
        //GameObject spherePrefab = ab.LoadAsset<GameObject>("SphereWall");
        //Instantiate(spherePrefab);

        //5、UnityWebRequest方式
        //string uri = @"file:///F:\AssetBundle\AssetBundle\AssetBundles\spherewall.unity3d"; 
        string uri = @"http://localhost/AssetBundles/spherewall.unity3d";  //服务器地址
        UnityWebRequest request = UnityWebRequest.GetAssetBundle(uri, 0);
        yield return request.Send();
        AssetBundle ab = DownloadHandlerAssetBundle.GetContent(request);
        //AssetBundle ab = (request.downloadHandler as DownloadHandlerAssetBundle).assetBundle;
        GameObject spherePrefab = ab.LoadAsset<GameObject>("SphereWall");
        Instantiate(spherePrefab);

        //AssetBundleRequest abr = ab.LoadAssetAsync<GameObject>("SphereWall");
        //yield return abr;
        //GameObject spherePrefab = abr.asset as GameObject;
        //Instantiate(spherePrefab);
    }
}

评论
添加红包

请填写红包祝福语或标题

红包个数最小为10个

红包金额最低5元

当前余额3.43前往充值 >
需支付:10.00
成就一亿技术人!
领取后你会自动成为博主和红包主的粉丝 规则
hope_wisdom
发出的红包
实付
使用余额支付
点击重新获取
扫码支付
钱包余额 0

抵扣说明:

1.余额是钱包充值的虚拟货币,按照1:1的比例进行支付金额的抵扣。
2.余额无法直接购买下载,可以购买VIP、付费专栏及课程。

余额充值